Poll

What would you like me to focus on in this mod?

Additions: More weapons, Tools , Armor, etc.
17 (20%)
Alternatives and Overrides: Make alternatives and changes to the core game. (recipes, weapons, items, scenarios, monsters, etc.)
8 (9.4%)
Professions and Scenarios: Make more/work on custom professions/scenarios.
6 (7.1%)
Buildings and terrain: More places to explore/work on the existing ones.
16 (18.8%)
NPCs/Lore: Work on Factions, NPC dialogue, in game notes.
36 (42.4%)
Monsters: More monsters/work on the existing ones.
2 (2.4%)

Total Members Voted: 69

Author Topic: Cataclysm++ Mod  (Read 77853 times)

Offline Szara

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Re: Cataclysm++ Mod
« Reply #600 on: July 11, 2017, 04:00:44 PM »
Thank you for your kind word and glad you enjoy it!

As for you question, a quick comparison to other sheaths revealed no clear problems The only explanation I could have it's that the max_volume is too high...but even then there is no minimum volume...

I have a vague recollection of the minimum volume defaulting to some fraction of the maximum volume instead of 0 if not specified. Don't take my word for it though.

That did it, I added
      "min_volume": 0,
before
      "max_volume": 10,
and now it sheathes the butcher knife just fine. Excellent!
It's the end, the War has been lost,
Keeping them safe 'till the river's been crossed.
Not a battle, but a holding action!
Holding their ground to the final platoon,
Hurry Up! We're waiting for you!
Men of the 9th and civilians too.

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #601 on: July 17, 2017, 02:05:31 AM »
Updated the mod in the onedrive link once more. I have added a few encounter similar to the mi-go and dead scientist one but with this mod's NPCs and monsters. Also dropped the number of mandatory terrain even further, I did not know I had it so high...

Same download process, use the onedrive link in the OP. Happy gaming!
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #602 on: August 01, 2017, 10:57:52 PM »
Made a decently large update to the mod's Lore and other misc stuff. Added actual in-game mission for some NPCs, made the Apophis fight happen underground,  fixed some NPC unwanted behavior, made changes to terrain like placing walls instead of fences and made the Survivor Holdout not be a freebie anymore by changing the skitter bots to some challenging zombies.

Download process stays the same, use the onedrive link in the OP. Possible gtihub release with changelog soon.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline DeWolf

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Re: Cataclysm++ Mod
« Reply #603 on: August 01, 2017, 11:01:12 PM »
What kind of behavior specifically.

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #604 on: August 01, 2017, 11:19:10 PM »
Some NPCs would run off from their intended locations and either be killed or never be found.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline DeWolf

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Re: Cataclysm++ Mod
« Reply #605 on: August 02, 2017, 04:20:02 AM »
Some NPCs would run off from their intended locations and either be killed or never be found.
Good to know.

Offline Taberone

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Re: Cataclysm++ Mod
« Reply #606 on: August 02, 2017, 05:34:07 PM »
Last time I check, I only have 3 required buildings.
Give me a list of your mods to check their required buildings.

Code: [Select]
[
  "dda",
  "Arcana",
  "DinoMod",
  "Experimental-Z-Level",
  "FIC_Weapons",
  "Medieval_Stuff",
  "More_Survival_Tools",
  "RL_Classes",
  "blazemod",
  "Tanks",
  "Touhou", <--- (Doesn't have any locations at all)
  "boats",
  "craftgp",
  "brightnights",
  "crazy_cataclysm",
  "deoxymod",
  "ew_pack",
  "makeshift",
  "more_classes_scenarios",
  "more_locations",
  "necromancy",
  "no_npc_food",
  "nw_pack",
  "realguns",
  "Cata++"
]

I'm also getting a "duplicate entries in the professions array", although that could be a different mod doing it.

Did the required buildings in the mods I was using ever get checked?
Something like 15:00-18:00 is good time to kill the children
This is art right here

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #607 on: August 02, 2017, 05:53:01 PM »
2 things:
1.The Experimental-Z-Levels and more-Building mods might have issues.
2.My mod had WAY more required building that I though...I fixed that too.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #608 on: August 06, 2017, 03:22:44 AM »
The v5.0 release of this mod is out! It is the same version as the onedrive link but contains a changelog from the previous release. This also make the version in the launcher up-to-date as well.

Also, the OP was update, hadn't done it since 2016...

For the complete changelog, follow this link.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline Taberone

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Re: Cataclysm++ Mod
« Reply #609 on: August 06, 2017, 07:22:43 PM »


Noticed something weird: Survivor's UPS Rifle says 20 charges but it actually seems to use 50 charges?
Something like 15:00-18:00 is good time to kill the children
This is art right here

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #610 on: August 06, 2017, 07:38:43 PM »
Forgot to change the description when I made a re-balance on charge cost. Just listen to the one in blue.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline DeWolf

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Re: Cataclysm++ Mod
« Reply #611 on: August 09, 2017, 04:37:35 AM »
Unless its just I haven't found one yet I am surprised that you cannot find military surplus packs.

Offline Noctifer

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Re: Cataclysm++ Mod
« Reply #612 on: August 10, 2017, 03:31:40 AM »
Sorry for the late reply but I haven't been able to test cata stuff recently. I will check when I am able too and will report.
May mother Venus guide us all!

...Noctifer's incredibly loot bloated Survivor Emcampments™...

Offline DeWolf

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Re: Cataclysm++ Mod
« Reply #613 on: August 10, 2017, 06:50:33 AM »
Sorry for the late reply but I haven't been able to test cata stuff recently. I will check when I am able too and will report.
I was hoping to know if those items were even included in a spawn group or whatever they are called. But thank you either way.

Offline DeWolf

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Re: Cataclysm++ Mod
« Reply #614 on: September 04, 2017, 04:22:23 AM »
Ok I have no idea why but for some reason and I'm am not even sure if its your mod but for some the small electric motor doesn't actually work as an engine as it doesn't show up on the engine part of the examine vehicle ui or the control engine ui. I am only asking because I can't use the electric motor on an electric bicycle and so far your mod is the only one I found that changes that particular motor.


EDIT: Fixed it changed ENABLE_POWER_DRAIN to ENGINE and that appears to have fixed it. It looks like overrides don't play nice with copy froms.
« Last Edit: September 04, 2017, 04:39:56 AM by DeWolf »